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Violin Ken

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Messages by Violin Ken

    

Re: Your number 1 hated fighting game or series

 April 10, 2008, 11:32:48 pm View in topic context
 Posted by Violin Ken  in Your number 1 hated fighting game or series (Started by Aʟᴇᴊᴀɴᴅʀᴏ April 09, 2008, 03:02:33 am
 Board: Gaming

CvS2 Jill is a Mugen exclusive.  ::)

Back on topic...

Big Bang Beat
Melty Blood
Guilty Gear
MvC2

Most of the reasoning behind why I don't like them were already mentioned in this topic

    

Re: My Old Stuff Updated - 04/01/2008

 April 03, 2008, 08:47:49 am View in topic context
 Posted by Violin Ken  in My Old Stuff Updated - 04/01/2008 (Started by hsiehtm April 02, 2008, 02:54:39 am
 Board: Your Releases, older Mugen

Jin:

-Some stages won't permit him to bring out blodia during blodia punch.  (ex: caddie's cvs2 stage)

    

Re: Fei Long vs Eagle in live action!

 April 02, 2008, 08:49:43 am View in topic context
 Posted by Violin Ken  in Fei Long vs Eagle in live action! (Started by PotS March 30, 2008, 06:52:12 am
 Board: Entertainment

Are you gonna make a Hugo vs Alex?  (Andre the Giant vs Hulk Hogan)  ;P
    

Re: Fei Long vs Eagle in live action!

 March 31, 2008, 02:49:04 am View in topic context
 Posted by Violin Ken  in Fei Long vs Eagle in live action! (Started by PotS March 30, 2008, 06:52:12 am
 Board: Entertainment

That was really good.  I watched it five times in a row.  :sugoi:
    

Re: An Actual Good looking Sonic Game..... No, I'm not kidding

 March 23, 2008, 07:26:08 pm View in topic context
 Posted by Violin Ken  in An Actual Good looking Sonic Game..... No, I'm not kidding (Started by Dken2021 March 23, 2008, 06:26:07 pm
 Board: Gaming

It's about time they went back to their roots of side perspective gameplay.   :sugoi:
    

Re: Ibuki by GM released

 March 23, 2008, 07:24:29 am View in topic context
 Posted by Violin Ken  in Ibuki by GM released (Started by la;MISS~FairY-! March 22, 2008, 06:38:56 pm
 Board: Found Releases



You need to paste the varcode chunk from her other intros. =P
    

Re: Arcade Sticks & Wireless technology info

 March 07, 2008, 04:29:09 pm View in topic context
 Posted by Violin Ken  in Arcade Sticks & Wireless technology info (Started by Tony 3rd March 07, 2008, 04:23:13 am
 Board: Gaming

    

Re: My NightWolf WIP

 March 05, 2008, 04:31:21 pm View in topic context
 Posted by Violin Ken  in My NightWolf WIP (Started by Error_Statedef_0 March 01, 2008, 08:27:58 pm
 Board: Projects

Looks incredible!  Loving the updates you guys added to the MK system!  :D
    

Re: Lavia (Red Earth) [3-March-2008]

 March 04, 2008, 05:49:44 am View in topic context
 Posted by Violin Ken  in Lavia (Red Earth) [3-March-2008] (Started by TrasgoSe7en February 26, 2008, 06:45:13 pm
 Board: Your Releases, older Mugen

Nice update.

Oh, also, I just noticed that Lavia shouldn't really be able to fly from the groundstate.  The main thing that triggers her to fly in the air is her backflip (which leaves her hanging above ground).  So technically, I believe she should only be able to remain a certain height above ground and a certain height on the ground.
    

Re: Lavia (Red Earth / Warzard)

 March 03, 2008, 06:35:19 am View in topic context
 Posted by Violin Ken  in Lavia (Red Earth) [3-March-2008] (Started by TrasgoSe7en February 26, 2008, 06:45:13 pm
 Board: Your Releases, older Mugen

This occurs when she gets hit while performing the wind push move.

Your throw move is also missing the following frames.



-I remember when she performed the knockdown kick move, she did a backflip if she hits the ground.  If it contacts the opponent, she'll perform the walk animation in place with a small hop.
-Her landing from the spin uppercut looks odd.  It looks like she lands kinda abruptly.  Also, the anim from landing to -stand isn't that nice of a transition.  Perhaps adjusting the stand anim to begin when her wings are down would -make for a better transition.
-Her blocking anim needs some tweaks/inbetween frames.  As of now, it looks like it's one frame.  Regardless, it looks like you already have them setting in your sff.

EDIT: Also, the hovering effect you gave her by positioning her sprites, would probably be more suitable if you aligned them perfectly and gave her the hover effect from varsets and veladds.  You could use code from my Judgment character if that helps any.  Also, when flying forward or backward, she shouldn't have that hovering effect.  Only while standing still.
    

Re: Lavia (Red Earth / Warzard)

 February 29, 2008, 11:21:53 pm View in topic context
 Posted by Violin Ken  in Lavia (Red Earth) [3-March-2008] (Started by TrasgoSe7en February 26, 2008, 06:45:13 pm
 Board: Your Releases, older Mugen

Quote
What did you do to get Lavia to dizzy?  Doggiedoo and I have been trying all kinds of combos but have not been able to reproduce this.

I seem to be able to get her in dizzy state pretty easily.   ??? I just keep attacking her.  Maybe it's cuz I'm at level 32 and she's the first boss?

I'm using CPS3emulator and I am Corntortillas by the way.  :sugoi:
    

Re: Lavia (Red Earth / Warzard)

 February 29, 2008, 09:27:12 pm View in topic context
 Posted by Violin Ken  in Lavia (Red Earth) [3-March-2008] (Started by TrasgoSe7en February 26, 2008, 06:45:13 pm
 Board: Your Releases, older Mugen

Has the concept of AI ever crossed your mind?   --;

If Mai Ling is far, her AI is programmed to throw the feathers far.  If Mai Ling is close, she'll throw them closer. 

Also, look at the first two screenshots.  She's on the ground for both of them and the angles of the feathers are slightly different.

The freakin screenshots prove there are different angles she can throw the feathers.  Hell, Iceman's groudn weak punch icebeam shoots straight into the ground.  Capcom didn't thank that would be stupid.  --;
    

Re: Lavia (Red Earth / Warzard)

 February 29, 2008, 06:42:48 pm View in topic context
 Posted by Violin Ken  in Lavia (Red Earth) [3-March-2008] (Started by TrasgoSe7en February 26, 2008, 06:45:13 pm
 Board: Your Releases, older Mugen

The feathers don't look like they're being shot at different angles. It looks like her velocity is different..

Maybe it's just me? ???
The sprites for the feathers are angled differently
    

Re: Lavia (Red Earth / Warzard)

 February 29, 2008, 04:52:13 am View in topic context
 Posted by Violin Ken  in Lavia (Red Earth) [3-March-2008] (Started by TrasgoSe7en February 26, 2008, 06:45:13 pm
 Board: Your Releases, older Mugen

3 different angles  ;)





And just for kicks...  Dizzy state.



Further feedback:
-Her wind push move should not effect the opponent like a hit state.  P2 should continue doing what they're doing only while being pushed back.  Similar to a guardpush.
-I also noticed her AI in Warzard did dodging backflips to avoid "Shoryuken" style moves. 
    

Re: Lavia (Red Earth / Warzard)

 February 27, 2008, 08:10:57 am View in topic context
 Posted by Violin Ken  in Lavia (Red Earth) [3-March-2008] (Started by TrasgoSe7en February 26, 2008, 06:45:13 pm
 Board: Your Releases, older Mugen

Feedback
-Her throw needs some sort of envshake to give more of an impact
-For her throw, the anim where she slams the opponent to the ground is incorrect, and should also have more of a hitpause upon landing.  The correct anim looks similar to sprite 810, 4, except her legs are more extended.
-I haven't been able to perform her jump when debug indicates that she is in state 0
-She should only walk forward when close to the ground.  Walking forward while in the air should use the forward dash animation.
-She really needs to come back down to ground level after her spinning uppercut


Recommendations
-I noticed in Warzard, she has the ability to shoot her feathers at different angles (downward or straight ahead)  Perhaps instead of making LP, and MP simply 2 and 4 feathers respectively, have her shoot 6 feathers at different angles.
-Perhaps for her super move, you should consider making the direction she flies based on commands inputted, similar to Psylocke's Psy-thrust super move.  Perhaps inputting up while she rolls into a fireball would indicate that she will fly upwards.
-Perhaps different strengths/distances for her air throw would be a good idea? (LP = short range, MP = middle, etc)
-I also noticed she has a move that looks similar to the air throw, except it knocks the opponent down.  Maybe implementing a command switch (like Jedah's air throw that could change into an attack)

    

Re: YOU SUCK AT COOKING

 February 26, 2008, 08:29:41 am View in topic context
 Posted by Violin Ken  in YOU SUCK AT COOKING (Started by aokmaniac13 February 26, 2008, 02:49:00 am
 Board: Entertainment

Wow.  Homemade noodles!   :o
    

Re: Valdoll/Scion from Warzard/Red Earth

 February 10, 2008, 05:39:10 pm View in topic context
 Posted by Violin Ken  in Valdoll/Scion from Warzard/Red Earth (Started by Doggiedoo February 09, 2008, 05:58:34 pm
 Board: Projects

I've just tried playing against Shin Valdoll in Warzard.  I haven't seen him jump nor move back or forward once.  :S
    

Re: Valdoll/Scion from Warzard/Red Earth

 February 09, 2008, 11:30:11 pm View in topic context
 Posted by Violin Ken  in Valdoll/Scion from Warzard/Red Earth (Started by Doggiedoo February 09, 2008, 05:58:34 pm
 Board: Projects

The dragon's increase in size depending on how high of a level you are when you reach Valdoll.

[/offtopic]

Looks good.  Looking forward to Valdoll!  :D
    

Enya and Judgement AI patches

 February 01, 2008, 06:21:19 am View in topic context
 Posted by Violin Ken  in Enya and Judgement AI patches (Started by Violin Ken February 01, 2008, 06:21:19 am
 Board: Edits & Add-ons

    

Re: Princess Peach ongoing

 January 27, 2008, 06:06:46 pm View in topic context
 Posted by Violin Ken  in Princess Peach ongoing  (Started by space-cowboy January 27, 2008, 11:30:56 am
 Board: Projects

Concerning the art, I thought you originally made hi-res Peach sprites.   o_O As Mugen supports hi-res, that would be your best bet concerning jaggies.